Play Catch: Difference between revisions

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[[Luigi]] gets [[Pixelator|pixelated]] to the [[Clockworks Court]] and he immediately witnesses three [[Greenie]]s playing catch with the hour hand. A Polterpup watches and then eats the key. The ghosts eventually flee the area. Luigi has to use the [[Strobulb]] on the gate to open it, much as the first two missions in this mansion. He then goes into the [[Warehouse]]; he has to defeat a [[Greenie]] with a [[Paranormal Shield]] to brighten up the room. If Luigi follows the Polterpup tracks visible by the [[Dark-Light Device]], it leads to the [[Workshop]]. Luigi has to inspect the stove in the workshop; the Polterpup escapes into the [[Drafting Office]]. Luigi has to travel to the second floor to get to the Drafting Office. In the Drafting Office, Luigi has to inspect the Drawer. The Polterpup and the Greenie flee again.
[[Luigi]] gets [[Pixelator|pixelated]] to the [[Clockworks Court]] and he immediately witnesses three [[Greenie]]s playing catch with the hour hand. A Polterpup watches and then eats the key. The ghosts eventually flee the area. Luigi has to use the [[Strobulb]] on the gate to open it, much as the first two missions in this mansion. He then goes into the [[Warehouse]]; he has to defeat a [[Greenie]] with a [[Paranormal Shield]] to brighten up the room. If Luigi follows the Polterpup tracks visible by the [[Dark-Light Device]], it leads to the [[Workshop]]. Luigi has to inspect the stove in the workshop; the Polterpup escapes into the [[Drafting Office]]. Luigi has to travel to the second floor to get to the Drafting Office. In the Drafting Office, Luigi has to inspect the Drawer. The Polterpup and the Greenie flee again.
[[File:LuigiBeamPolterpup.png|thumb|left|Luigi crossing the beam in the Roundhouse to reach the Polterpup.]]
[[File:LuigiBeamPolterpup.png|thumb|left|Luigi crossing the beam in the Roundhouse to reach the Polterpup.]]
When Luigi goes to the second floor of the Warehouse, he encounters another Greenie with a Paranormal Shielf; defeating it brightens up the room and opens way for Luigi into the [[Clockmaker's Chambers]]. The Polterpup is hiding on the closet to the left of the room. It escapes again to the upper floor of the Roundhouse. Luigi has to travel across the beam to reach the Polterpup on the other side; just about Luigi is to reach the other side, a Greenie scares the Polterpup away into the [[Transportation Hall]]. In the Transportation Hall, the Polterpup goes to the [[Finishing Room]]. In the Finishing Room, the Polterpup runs back to the Transportation Hall, but if Luigi tries to chase it, two [[Slammer (Luigi's Mansion: Dark Moon)|Slammers]] and a Greenie stop him. Luigi has to defeat all ghosts to go to the upper area of the Transportation Hall. Luigi should then go into the [[Container Yard]], where he has to use [[Robotic Bomb]]s to cross into the upper area of room, that leads him back to an upper level in the Transportation Hall. There, Luigi is able to suck up the Polterpup, which then yields the hour hand. Grabbing the hour hand completes the mission.
When Luigi goes to the second floor of the Warehouse, he encounters another Greenie with a Paranormal Shield; defeating it brightens up the room and opens way for Luigi into the [[Clockmaker's Chambers]]. The Polterpup is hiding on the closet to the left of the room. It escapes again to the upper floor of the Roundhouse. Luigi has to travel across the beam to reach the Polterpup on the other side; just about Luigi is to reach the other side, a Greenie scares the Polterpup away into the [[Transportation Hall]]. In the Transportation Hall, the Polterpup goes to the [[Finishing Room]]. In the Finishing Room, the Polterpup runs back to the Transportation Hall, but if Luigi tries to chase it, two [[Slammer (Luigi's Mansion: Dark Moon)|Slammers]] and a Greenie stop him. Luigi has to defeat all ghosts to go to the upper area of the Transportation Hall. Luigi should then go into the [[Container Yard]], where he has to use [[Robotic Bomb]]s to cross into the upper area of room, that leads him back to an upper level in the Transportation Hall. There, Luigi is able to suck up the Polterpup, which then yields the hour hand. Grabbing the hour hand completes the mission.
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==Objectives==
==Objectives==
*Chase the dog and get the hour hand.
*Chase the dog and get the hour hand.

Revision as of 13:22, May 10, 2013

Template:Levelbox C-4: Play Catch (Ghosty in the Middle in PAL regions) is the fourth mission in Old Clockworks from Luigi's Mansion: Dark Moon. This mission is mostly about catching the Polterpup that stole the hour hand.

Overview

Luigi gets pixelated to the Clockworks Court and he immediately witnesses three Greenies playing catch with the hour hand. A Polterpup watches and then eats the key. The ghosts eventually flee the area. Luigi has to use the Strobulb on the gate to open it, much as the first two missions in this mansion. He then goes into the Warehouse; he has to defeat a Greenie with a Paranormal Shield to brighten up the room. If Luigi follows the Polterpup tracks visible by the Dark-Light Device, it leads to the Workshop. Luigi has to inspect the stove in the workshop; the Polterpup escapes into the Drafting Office. Luigi has to travel to the second floor to get to the Drafting Office. In the Drafting Office, Luigi has to inspect the Drawer. The Polterpup and the Greenie flee again.

Play Catch from Luigi's Mansion: Dark Moon
Luigi crossing the beam in the Roundhouse to reach the Polterpup.

When Luigi goes to the second floor of the Warehouse, he encounters another Greenie with a Paranormal Shield; defeating it brightens up the room and opens way for Luigi into the Clockmaker's Chambers. The Polterpup is hiding on the closet to the left of the room. It escapes again to the upper floor of the Roundhouse. Luigi has to travel across the beam to reach the Polterpup on the other side; just about Luigi is to reach the other side, a Greenie scares the Polterpup away into the Transportation Hall. In the Transportation Hall, the Polterpup goes to the Finishing Room. In the Finishing Room, the Polterpup runs back to the Transportation Hall, but if Luigi tries to chase it, two Slammers and a Greenie stop him. Luigi has to defeat all ghosts to go to the upper area of the Transportation Hall. Luigi should then go into the Container Yard, where he has to use Robotic Bombs to cross into the upper area of room, that leads him back to an upper level in the Transportation Hall. There, Luigi is able to suck up the Polterpup, which then yields the hour hand. Grabbing the hour hand completes the mission.

Objectives

  • Chase the dog and get the hour hand.

Boo Location

  • In the Clock Tower Gate, where there is a hidden lantern to the right of the gate.

Description

Well, we've recovered the minute hand, but the hour hand is still missing. I've detected some signals in the Clockworks Court, so let's start our search there. Template:BoxTop Template:LMDM Levels